• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 19:31
CEST 01:31
KST 08:31
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
[ASL21] Ro24 Preview Pt2: News Flash8[ASL21] Ro24 Preview Pt1: New Chaos0Team Liquid Map Contest #22 - Presented by Monster Energy16ByuL: The Forgotten Master of ZvT30Behind the Blue - Team Liquid History Book20
Community News
Weekly Cups (March 23-29): herO takes triple6Aligulac acquired by REPLAYMAN.com/Stego Research8Weekly Cups (March 16-22): herO doubles, Cure surprises3Blizzard Classic Cup @ BlizzCon 2026 - $100k prize pool49Weekly Cups (March 9-15): herO, Clem, ByuN win4
StarCraft 2
General
Team Liquid Map Contest #22 - Presented by Monster Energy Aligulac acquired by REPLAYMAN.com/Stego Research Weekly Cups (March 23-29): herO takes triple What mix of new & old maps do you want in the next ladder pool? (SC2) herO wins SC2 All-Star Invitational
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Season 4 announced for March-April StarCraft Evolution League (SC Evo Biweekly) WardiTV Mondays World University TeamLeague (500$+) | Signups Open
Strategy
Custom Maps
[M] (2) Frigid Storage Publishing has been re-enabled! [Feb 24th 2026]
External Content
Mutation # 519 Inner Power The PondCast: SC2 News & Results Mutation # 518 Radiation Zone Mutation # 517 Distant Threat
Brood War
General
BGH Auto Balance -> http://bghmmr.eu/ Behind the scenes footage of ASL21 Group E ASL21 General Discussion A cwal.gg Extension - Easily keep track of anyone BW General Discussion
Tourneys
[ASL21] Ro24 Group E Azhi's Colosseum - Foreign KCM [ASL21] Ro24 Group F 🌍 Weekly Foreign Showmatches
Strategy
Fighting Spirit mining rates What's the deal with APM & what's its true value Simple Questions, Simple Answers
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Starcraft Tabletop Miniature Game General RTS Discussion Thread Darkest Dungeon
Dota 2
The Story of Wings Gaming Official 'what is Dota anymore' discussion
League of Legends
G2 just beat GenG in First stand
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
Mafia Game Mode Feedback/Ideas TL Mafia Community Thread Five o'clock TL Mafia
Community
General
Things Aren’t Peaceful in Palestine US Politics Mega-thread Canadian Politics Mega-thread The Games Industry And ATVI European Politico-economics QA Mega-thread
Fan Clubs
The IdrA Fan Club
Media & Entertainment
Movie Discussion! [Manga] One Piece [Req][Books] Good Fantasy/SciFi books
Sports
2024 - 2026 Football Thread Formula 1 Discussion Cricket [SPORT] Tokyo Olympics 2021 Thread General nutrition recommendations
World Cup 2022
Tech Support
[G] How to Block Livestream Ads
TL Community
The Automated Ban List
Blogs
Funny Nicknames
LUCKY_NOOB
Money Laundering In Video Ga…
TrAiDoS
Iranian anarchists: organize…
XenOsky
FS++
Kraekkling
Shocked by a laser…
Spydermine0240
ASL S21 English Commentary…
namkraft
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1489 users

Work In Progress Melee Maps - Page 182

Forum Index > SC2 Maps & Custom Games
Post a Reply
Prev 1 180 181 182 183 184 217 Next
Keep our forum clean! PLEASE post your WIP melee maps in this thread for initial feedback. -Barrin
Fictitious1267
Profile Joined October 2015
37 Posts
Last Edited: 2015-10-11 03:58:48
October 10 2015 04:02 GMT
#3621
Edit: I think I'll just make a finished map post. I got a review the other day and they gave it 5 stars, so I guess it's good enough for a first map.
Maker of: Sunken Earth, Heavy Tide, Spe'shul Sky Park, Eroded Peak, Photon Overcharge Removal and Adept Mod, Equal Opportunity Photon Overcharge (Mod)
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 18 2015 21:00 GMT
#3622
so apparently this is what I was working on when i got busy with other stuff. i had forgotten this map entirely how does that happen

[image loading]
152x152 all spawns i suppose
the nat choke is 12 across aka 4 gateways, and the close rush distance is pretty short, like 35 seconds with the tower down short. far rush distance is 45
www.alonetone.com/xenotolerance
Fictitious1267
Profile Joined October 2015
37 Posts
October 21 2015 02:22 GMT
#3623
Here's the 1 vs. 1 melee map that I'm currently working on. It's 134x116. Spawns are in the NW and SE corners (as shown in the pathing image). It took a drone 57 seconds from one base to the other (not sure if you use workers or lings to measure rush distance).

Overview:
+ Show Spoiler +
[image loading]


Pathing:
+ Show Spoiler +
[image loading]


Does anyone see anything that I need to be concerned with? Input appreciated.
Maker of: Sunken Earth, Heavy Tide, Spe'shul Sky Park, Eroded Peak, Photon Overcharge Removal and Adept Mod, Equal Opportunity Photon Overcharge (Mod)
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 21 2015 17:41 GMT
#3624
The natural wall is really cool, with the narrow choke and a small path next to it. Having the cliff from the 3rd be right on top of it isn't good though because you can park on high ground and attack the wall with impunity. Siege tanks, immortals, roaches, blink stalkers, not to mentio warp gate in general, are just too strong up there. Terran can't defend their wall against roaches, stalkers moving back and forth between main and nat have high ground advantage, and so forth. First thing I would recommend to change that is making the map taller and using the extra space to spread those bases out a bit. You can probably keep that 3rd mostly like it is now in concept, that is, a forward high ground 3rd with a double tower ramp to the center and close to the nat entrance, but create some space between its cliff and the natural so it's not impossible to defend.

The pathing block between that same 3rd and its buddy 4th and the main is a cool idea. I think it might be unplayable though if the distance is short enough for blink and warpin to go from one side to the other too easily, and if immortals or siege tanks have a big threat field from behind those spots. Like, as it is now, if I put a siege tank behind the mineral line on that 3rd, I can siege the natural and the main ramp at the same time, I have high ground, and I'm behind minerals so the position is well protected. Imagine an immortal push with a warp prism to hop around that cliff etc.

happy mapping <3
www.alonetone.com/xenotolerance
Fictitious1267
Profile Joined October 2015
37 Posts
Last Edited: 2015-10-23 08:28:02
October 22 2015 09:10 GMT
#3625
Thank you so much Xenotolerance, you helped so much. Here's the changes I made. The red lines are disabled pathing, but I just haven't put doodads to make it look like it yet. I was hoping to keep the original feel of the map's high and low grounds, but I can scrap it if I need to. Have I resolved the previous problems? Are there other problems?

+ Show Spoiler +
[image loading]


I talked to someone and they said that the gap in the wall at the natural would be hard for zerg to defend hellions. Is this a serious enough issue that I should make the wall solid and just widen the gap more, or is it something that players could just learn to place their units and buildings better? I don't play zerg.
Maker of: Sunken Earth, Heavy Tide, Spe'shul Sky Park, Eroded Peak, Photon Overcharge Removal and Adept Mod, Equal Opportunity Photon Overcharge (Mod)
Xenotolerance
Profile Joined November 2012
United States464 Posts
October 24 2015 01:45 GMT
#3626
Ya in regards to the nat entrance, if hellions get into that spot, they are in a pretty strong position to murder zerglings. If it's close enough to the hatch a zerg can easily block it with an evo or a spine. I don't think it's a big deal.

Using pathing blockers instead of a cliff is fine in theory, but there are a couple concerns. You should absolutely use pathing + vision blockers so that stalkers and tanks can't see into the main on their own. And you should absolutely make sure that a pylon placed just outside the main can't get power into the main for warp-ins. In other words, it should work just like a cliff, even if it doesn't look like one.
www.alonetone.com/xenotolerance
Fictitious1267
Profile Joined October 2015
37 Posts
October 24 2015 02:55 GMT
#3627
Good points. I'll make sure of that before I publish it.
Maker of: Sunken Earth, Heavy Tide, Spe'shul Sky Park, Eroded Peak, Photon Overcharge Removal and Adept Mod, Equal Opportunity Photon Overcharge (Mod)
Theonidas
Profile Joined September 2013
France3 Posts
October 30 2015 17:50 GMT
#3628
Hello, here my map improved after some advices, it is the first map on which I spend time, therefore it is extremely possible which it still makes work above. This map of fray is a 1v1, the size is wanted, I added only one additional texture compared to the first station. If you have others critical which could enable me to improve it I am always taking. Thank you for your attention, Theonidas

Map Name > "La Piste

[image loading]
[image loading]
[image loading]
[image loading]
RoomOfMush
Profile Joined March 2015
1296 Posts
November 01 2015 17:42 GMT
#3629
Here is a 1v1 Map I made today. No Eye-Candy yet, just the basic layout. What do you guys think?
Spawns are at the top-left and bottom-right. Its 14 Bases in total, no gold, no backdoors. 2 Xel-Naga towers.
[image loading]

The biggest feature is probably the narrow bridge through the center. This passage is the shortest path between both mains but is too small for larger armies. Furthermore your enemy can get a superior arc for his units waiting at the end of the bridge.

You also have 3 choices for your third base. The forward third is more exponsed but allows for more aggressive play. Then there is the 3rd next to your main and the 3rd next to your natural. Both are very similar but depending on which 3rd your opponent chooses the game can become more aggressive or more defensive.
LHK
Profile Joined May 2015
204 Posts
Last Edited: 2015-11-03 16:02:32
November 03 2015 15:38 GMT
#3630
[image loading]

[image loading]

179x184 (Hasn't been sized down to exact play-standards yet, ,can be modified)

I was bored tonight and wanted to work on maps with LOTV in mind.. The general concept I had with this map is the choice of third- the far away but easier to hold and "choke" - or the closer one with double ramps leading into it. The closer, less safe one rewards you by a fourth and potential fifth base if you can hold the locations, but is further away from your main. If we're assuming bottom-right spawns, expanding westward yields safer expansions however the number of bases quickly dwindles, and you will most likely be forced to control the center.. Controlling the center yields access to double gold bases (Minerals will be very, very important in LotV).

Other notable features are the brood war -esque huge, high ground ramp a-la Heartbreak ridge, one of my favorite map design features from brood war days, and one I haven't seen done in SC2.

I included a back-door reaper entrance to stick with meta, and stuck to general walling techniques. I'm curious if the reaper entrance should be destructible rocks instead, to allow a faster way to get to and from the westward third base, without making it the 100% obvious choice since there are rocks in the way early.

If this map is flawed I would love to know why.. I've made a few maps in my time but never submitted anything and would love feedback.

Thanks!

-Laura HK
-Laura
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 03 2015 18:01 GMT
#3631
@LHK both choices of 3rd are too hard right now, they're too far and you have to traverse a wide open area to get to them.
vibeo gane,
LHK
Profile Joined May 2015
204 Posts
November 03 2015 20:28 GMT
#3632
@-NegativeZero-

Yeah after pondering it for a bit I came to the same conclusion.. ESPECIALLY in Lotv, with the bases mining out as fast as they are, gotta at least have the third easier to get. Doing a rework to make the third easier to get - The bases that are currently thirds, do you feel they can work as fourths, being farther away?
-Laura
-NegativeZero-
Profile Joined August 2011
United States2142 Posts
November 03 2015 21:43 GMT
#3633
On November 04 2015 05:28 LHK wrote:
@-NegativeZero-

Yeah after pondering it for a bit I came to the same conclusion.. ESPECIALLY in Lotv, with the bases mining out as fast as they are, gotta at least have the third easier to get. Doing a rework to make the third easier to get - The bases that are currently thirds, do you feel they can work as fourths, being farther away?

depends on where you put the new 3rd, but probably. initially they look slightly too close for 4ths but they're likely ok for lotv.
vibeo gane,
Reptilia
Profile Joined June 2010
Chile913 Posts
Last Edited: 2015-11-09 17:58:13
November 06 2015 00:13 GMT
#3634
Hey guys, noob map maker here. Tell me what you think. (obviously textures are just placeholder and ignore the main to natural ramp as my editor is kind of bugged for small ramps, just asume they are proper diagonal ramps)

Version A
+ Show Spoiler +
[image loading]

+ Show Spoiler +
[image loading]


Version B
[image loading]
+ Show Spoiler +
[image loading]


The secret to creativity is knowing how to hide your sources
TheFish7
Profile Blog Joined February 2012
United States2824 Posts
November 06 2015 04:39 GMT
#3635
Conceptually it's solid but the terraining needs work. Something that'll come with practice and observation.
~ ~ <°)))><~ ~ ~
SwedenTheKid
Profile Joined July 2014
567 Posts
November 07 2015 04:24 GMT
#3636
[image loading]

135x135, but I will increase space around borders. Thoughts?
Casual Mapmaker
Xenotolerance
Profile Joined November 2012
United States464 Posts
November 09 2015 16:15 GMT
#3637
3&4&5 base play seems cool and I dig the tiny/huge center idea. dig it a lot

low ground bases => gold bases! :D

I don't know about the half bases. I think 6 bases per player is fine even for LotV if it's a small map, it just makes for a rush map. so if you skip the half base, you get some room to play with the low ground base location, and also the entrances to the corner bases and clockwise 3rds which look a little awkward and chokey to me as they are now. also I think the ramp outside the nat entrance would be improved by being at least one size bigger. I think if you remove the half base and find a way to make the low ground bases easier to take, they could stay blue if you're into that. if they're gold though I foresee SHENANIGANS

everybody likes shenanigans right
www.alonetone.com/xenotolerance
Xenotolerance
Profile Joined November 2012
United States464 Posts
Last Edited: 2015-11-14 06:59:00
November 14 2015 02:35 GMT
#3638
[image loading]
abandoning this layout. clockwise player imba
www.alonetone.com/xenotolerance
scbroodsc2
Profile Joined February 2013
Canada36 Posts
November 14 2015 03:58 GMT
#3639
First time posting on TL for this kind of map feedback. I'm actually more on mapster but I feel like here is a better place for fast good feedback. Then, with the new LotV terrains, I've been wanting to make an Ulnar terrain. I did a very sketchy drawing on a piece of paper then I did it in the editor. But now, I realise it's way too big. So other than scale (and the fact that it's offcentered), any thoughts on how the overal is designed in a circle-ish shape, the high ground circle in the middle, the xel'naga towers... I know there is nothing on the map at all, but if this is going to be too big, I'd rather invest time in making from scratch a new terrain sized decently based on the same idea.

I wanted to get the square / diamond shape feeling of Ulnar with very deep area. I would have placed floating doodads in the dead zones and couple xel naga green light doodads here and there.

[image loading]
DilemaH
Profile Blog Joined September 2012
Canada402 Posts
November 19 2015 04:02 GMT
#3640
Mag'Mell. Coming soon. Just an overview, I'll hide the eye candy for now

[image loading]
They don't want you to construct additional pylons
Prev 1 180 181 182 183 184 217 Next
Please log in or register to reply.
Live Events Refresh
Next event in 29m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
PiGStarcraft259
ViBE145
SpeCial 85
CosmosSc2 44
JuggernautJason34
PattyMac 12
StarCraft: Brood War
Artosis 632
NaDa 13
LancerX 5
Dota 2
syndereN440
canceldota192
capcasts110
Super Smash Bros
PPMD40
Other Games
summit1g6714
tarik_tv5308
C9.Mang0297
shahzam77
Organizations
Other Games
gamesdonequick812
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 17 non-featured ]
StarCraft 2
• Hupsaiya 95
• RyuSc2 83
• musti20045 33
• Response 9
• LaughNgamezSOOP
• AfreecaTV YouTube
• intothetv
• Kozan
• IndyKCrew
• sooper7s
• Migwel
StarCraft: Brood War
• RayReign 13
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21640
Other Games
• imaqtpie800
Upcoming Events
OSC
29m
RSL Revival
10h 29m
TriGGeR vs Cure
ByuN vs Rogue
Big Brain Bouts
16h 29m
Replay Cast
1d
RSL Revival
1d 10h
Maru vs MaxPax
BSL
1d 19h
RSL Revival
2 days
uThermal 2v2 Circuit
2 days
BSL
2 days
Afreeca Starleague
3 days
[ Show More ]
Replay Cast
4 days
Sparkling Tuna Cup
4 days
The PondCast
6 days
Liquipedia Results

Completed

Proleague 2026-03-31
WardiTV Winter 2026
NationLESS Cup

Ongoing

BSL Season 22
CSL Elite League 2026
CSL Season 20: Qualifier 1
ASL Season 21
CSL Season 20: Qualifier 2
RSL Revival: Season 4
Nations Cup 2026
Stake Ranked Episode 1
BLAST Open Spring 2026
ESL Pro League S23 Finals
ESL Pro League S23 Stage 1&2
PGL Cluj-Napoca 2026
IEM Kraków 2026
BLAST Bounty Winter 2026
BLAST Bounty Winter Qual

Upcoming

Escore Tournament S2: W1
CSL 2026 SPRING (S20)
Acropolis #4
IPSL Spring 2026
BSL 22 Non-Korean Championship
CSLAN 4
Kung Fu Cup 2026 Grand Finals
HSC XXIX
uThermal 2v2 2026 Main Event
StarCraft2 Community Team League 2026 Spring
IEM Cologne Major 2026
Stake Ranked Episode 2
CS Asia Championships 2026
IEM Atlanta 2026
Asian Champions League 2026
PGL Astana 2026
BLAST Rivals Spring 2026
CCT Season 3 Global Finals
IEM Rio 2026
PGL Bucharest 2026
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2026 TLnet. All Rights Reserved.